mirror of
https://github.com/iDisaster/GTAConnected.git
synced 2026-03-08 09:25:23 +00:00
Remove all drift-related functionality from mod menu
- Removed drift mode toggle and physics processing - Removed drift handling preset from handling editor - Removed drift-related tooltips and indicators - Updated traction loss descriptions and comments
This commit is contained in:
@@ -284,7 +284,6 @@ const itemDescriptions = {
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"veh_god": "🛡️ Makes your current vehicle indestructible - no damage!",
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"veh_neverdirty": "🧼 Keeps your vehicle permanently clean and shiny!",
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"veh_nitro": "🚀 Gives your vehicle instant speed boost - hold accelerator!",
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"veh_drift": "🏁 Enables drift mode - slide around corners like a pro!",
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"veh_rainbow": "🌈 Makes your vehicle cycle through rainbow colors!",
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"veh_neon": "💡 Adds neon underglow effects to your vehicle!",
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"veh_rpg": "💥 Shoots RPG rockets from your vehicle - explosive ammo!",
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@@ -343,7 +342,6 @@ const itemDescriptions = {
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"vehGodMode": "🛡️ VEHICLE GOD MODE - Your car can't be destroyed!",
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"driveOnWater": "🌊 DRIVE ON WATER - Cars float and work on water!",
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"rainbowCar": "🌈 RAINBOW CAR - Vehicle cycles through all colors!",
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"driftMode": "🏁 DRIFT MODE - Easy drifting and skidding!",
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"neonLights": "💡 NEON LIGHTS - Glowing underglow effects!",
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"flyMode": "✈️ FLY MODE - Move freely through the air!",
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"vehShootRPG": "💥 VEHICLE ROCKETS - Your car shoots explosive ammo!",
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@@ -421,11 +419,6 @@ let handlingMods = {
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// This bypasses the need for real handling.dat editing which is not supported
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// ============================================================================
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let physicsEmulation = {
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// Drift Mode State
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driftActive: false,
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driftIntensity: 0.0, // 0-1 how much sideways slide
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driftSteerBias: 0.0, // Steering input tracking
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// Grip/Traction Assist State
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gripAssistEnabled: true,
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gripAssistStrength: 1.0, // 0-2, higher = more correction
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@@ -806,7 +799,6 @@ const menuData = {
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{ label: "Nitro Boost", action: "veh_nitro" },
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{ label: "Drive On Water", action: "toggle", target: "driveOnWater", state: false },
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{ label: "Rainbow Color", action: "toggle", target: "rainbowCar", state: false },
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{ label: "Drift Mode", action: "toggle", target: "driftMode", state: false },
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{ label: "Neon Lights", action: "submenu", target: "veh_neons" },
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{ label: "Fly Mode", action: "toggle", target: "flyMode", state: false },
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{ label: "Shoot RPG", action: "toggle", target: "vehShootRPG", state: false },
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@@ -873,7 +865,6 @@ const menuData = {
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{ label: "--- Presets ---", action: "none" },
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{ label: "Reset to Default", action: "handling_reset" },
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{ label: "Race Setup", action: "handling_preset", value: "race" },
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{ label: "Drift Setup", action: "handling_preset", value: "drift" },
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{ label: "Off-Road Setup", action: "handling_preset", value: "offroad" },
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{ label: "Low Rider", action: "handling_preset", value: "lowrider" },
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{ label: "--- Traction & Grip ---", action: "none" },
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@@ -943,7 +934,6 @@ const menuData = {
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{ label: "Minimal (0.4)", action: "handling_set", param: "tractionLoss", value: 0.4 },
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{ label: "Default (0.8)", action: "handling_set", param: "tractionLoss", value: 0.8 },
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{ label: "Loose (1.2)", action: "handling_set", param: "tractionLoss", value: 1.2 },
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{ label: "Drifty (1.6)", action: "handling_set", param: "tractionLoss", value: 1.6 },
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{ label: "Ice Mode (2.0)", action: "handling_set", param: "tractionLoss", value: 2.0 }
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]
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},
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@@ -1267,7 +1257,6 @@ let toggleStates = {
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vehGodMode: false,
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driveOnWater: false,
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rainbowCar: false,
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driftMode: false,
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neonLights: false,
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flyMode: false,
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vehShootRPG: false,
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@@ -3600,7 +3589,6 @@ addEventHandler("OnDrawnHUD", function(event) {
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if (toggleStates.neverWanted) activeToggles.push("NW");
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if (toggleStates.invisible) activeToggles.push("INV");
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if (toggleStates.vehGodMode) activeToggles.push("VGOD");
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if (toggleStates.driftMode) activeToggles.push("DRFT");
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if (toggleStates.flyMode) activeToggles.push("FLY");
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if (activeToggles.length === 0) return;
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@@ -3734,7 +3722,6 @@ let lastInvincible = false;
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let lastSuperRun = false;
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let lastNoRagdoll = false;
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let lastVehGodMode = false;
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let lastDriftMode = false;
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let lastInvisible = false;
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let processCounter = 0;
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@@ -3979,44 +3966,8 @@ addEventHandler("OnProcess", function(event) {
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physicsEmulation.lastHeading = heading;
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physicsEmulation.lastVelocity = vel;
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// ===== DRIFT MODE (Physics Emulation) =====
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if (toggleStates.driftMode && speed > 5) {
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// Calculate drift intensity based on speed and steering
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let driftFactor = Math.min(1.0, speed / 25.0) * handlingValues.tractionLoss;
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// When steering, bias velocity sideways for controlled slide
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if (physicsEmulation.isSteering) {
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let slideAmount = driftFactor * physicsEmulation.steerDirection * 0.8;
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// Add lateral velocity component
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let newVelX = vel.x + rightX * slideAmount;
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let newVelY = vel.y + rightY * slideAmount;
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// Reduce forward correction (let the car slide)
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let forwardDamping = 0.98; // Less damping = more slide
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newVelX = newVelX * forwardDamping + forwardX * forwardSpeed * (1 - forwardDamping) * 0.5;
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newVelY = newVelY * forwardDamping + forwardY * forwardSpeed * (1 - forwardDamping) * 0.5;
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vel = new Vec3(newVelX, newVelY, vel.z);
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}
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// Counter-steer assistance - help prevent spinouts
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if (Math.abs(sidewaysSpeed) > 3 && !physicsEmulation.isSteering) {
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// Gradually correct back toward forward direction
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let correction = -sidewaysSpeed * 0.03;
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vel = new Vec3(
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vel.x + rightX * correction,
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vel.y + rightY * correction,
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vel.z
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);
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}
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// Apply modified velocity
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veh.velocity = vel;
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}
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// ===== GRIP / TRACTION ASSIST =====
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else if (physicsEmulation.gripAssistEnabled && !toggleStates.driftMode && speed > 2) {
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if (physicsEmulation.gripAssistEnabled && speed > 2) {
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// Calculate grip based on handling values
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let gripFactor = (handlingValues.tractionCurveMax / 2.0) * physicsEmulation.gripAssistStrength;
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gripFactor = Math.min(2.0, Math.max(0.1, gripFactor));
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@@ -4123,17 +4074,6 @@ addEventHandler("OnProcess", function(event) {
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// Silent fail for physics processing
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}
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// Track drift mode state change
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if (toggleStates.driftMode !== lastDriftMode) {
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lastDriftMode = toggleStates.driftMode;
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if (toggleStates.driftMode) {
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// When entering drift mode, set physics emulation values
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physicsEmulation.driftActive = true;
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} else {
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physicsEmulation.driftActive = false;
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}
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}
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// Fly mode - WASD controls altitude
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if (toggleStates.flyMode) {
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try {
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@@ -4373,15 +4313,14 @@ function applyHandlingValue(param, value) {
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case "tractionBias":
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// Front/rear grip distribution - affects stability
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// Lower value = more front grip = understeer
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// Higher value = more rear grip = oversteer (easier to drift)
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// Higher value = more rear grip = oversteer
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physicsEmulation.stabilityStrength = 1.0 + (0.5 - value);
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physicsEmulation.antiRollStrength = 0.5 + (0.5 - value) * 0.3;
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console.log("[Handling] Stability adjusted for bias: " + value.toFixed(2));
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break;
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case "tractionLoss":
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// Higher = easier to lose traction = better drifting
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// This directly affects drift mode intensity
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// Higher = easier to lose traction
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if (value > 1.0) {
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physicsEmulation.gripAssistStrength *= (1.0 / value);
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}
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@@ -4508,8 +4447,6 @@ function resetHandlingToDefault() {
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selectedHandlingParam = "";
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// ===== RESET PHYSICS EMULATION TO DEFAULTS =====
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physicsEmulation.driftActive = false;
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physicsEmulation.driftIntensity = 0.0;
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physicsEmulation.gripAssistEnabled = true;
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physicsEmulation.gripAssistStrength = 1.0;
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physicsEmulation.accelBoostEnabled = false;
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@@ -4589,26 +4526,6 @@ function applyHandlingPreset(preset) {
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physicsEmulation.maxSpeedLimit = 85.0; // ~300 km/h
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break;
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case "drift":
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// DRIFT: Low grip, easy sliding, rear-biased
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handlingValues.tractionCurveMax = 1.5;
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handlingValues.tractionCurveMin = 1.0;
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handlingValues.tractionLoss = 1.8;
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handlingValues.tractionBias = 0.7; // Rear-biased
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handlingValues.suspensionForce = 3.0;
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handlingValues.driveForce = 0.40;
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handlingValues.brakeForce = 1.0;
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handlingValues.mass = 1400.0;
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handlingValues.centreOfMassZ = 0.0;
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// Physics Emulation: Low grip assist, allow sliding
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physicsEmulation.gripAssistEnabled = true;
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physicsEmulation.gripAssistStrength = 0.4; // Low grip = easy slide
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physicsEmulation.stabilityStrength = 0.6;
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physicsEmulation.antiRollStrength = 0.8; // Prevent flipping
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physicsEmulation.maxSpeedLimit = 55.0;
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break;
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case "offroad":
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// OFFROAD: Good grip, high suspension, heavy, stable
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handlingValues.tractionCurveMax = 2.5;
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@@ -4870,7 +4787,7 @@ addEventHandler("OnDrawnHUD", function(event) {
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drawText("Traction Loss:", tableX, tableY, labelCol, 10);
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drawText(handlingValues.tractionLoss.toFixed(2), tableX + 140, tableY, valueCol, 10);
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let lossDesc = handlingValues.tractionLoss < 0.5 ? "Stable" : handlingValues.tractionLoss < 1.0 ? "Normal" : "Drifty";
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let lossDesc = handlingValues.tractionLoss < 0.5 ? "Stable" : handlingValues.tractionLoss < 1.0 ? "Normal" : "Loose";
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drawText(lossDesc, tableX + 200, tableY, labelCol, 10);
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tableY += rowH;
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